clean project
This commit is contained in:
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fileFormatVersion: 2
|
||||
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|
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folderAsset: yes
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@@ -0,0 +1,39 @@
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||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Oculus.Interaction.Input
|
||||
{
|
||||
public class DummyDataModifier : Hand
|
||||
{
|
||||
public Vector3 offset;
|
||||
public float animationTime;
|
||||
|
||||
#region IHandInputDataModifier Implementation
|
||||
protected override void Apply(HandDataAsset handDataAsset)
|
||||
{
|
||||
if (!handDataAsset.IsTracked)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var interpolant = Mathf.Sin(Mathf.PI * 2.0f * (Time.time % animationTime) / animationTime) * 0.5f + 0.5f;
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||||
handDataAsset.Root.position = handDataAsset.Root.position + interpolant * offset + offset * -0.5f;
|
||||
|
||||
ref var joint = ref handDataAsset.Joints[(int)HandJointId.HandIndex1];
|
||||
var rot = Quaternion.AngleAxis(interpolant * 90 - 45, Vector3.forward);
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||||
joint = joint * rot;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
|
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guid: 2d9aa5fe07a77244d89c6c80b08b33ab
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@@ -0,0 +1,48 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Oculus.Interaction.Input
|
||||
{
|
||||
public class FixedScaleDataModifier : Hand
|
||||
{
|
||||
[SerializeField]
|
||||
private float _scale = 1f;
|
||||
|
||||
#region DataModifier Implementation
|
||||
protected override void Apply(HandDataAsset data)
|
||||
{
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||||
Pose rootToPointer = PoseUtils.RelativeOffset(data.PointerPose, data.Root);
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||||
rootToPointer.position = (rootToPointer.position / data.HandScale) * _scale;
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||||
PoseUtils.Multiply(data.Root, rootToPointer, ref data.PointerPose);
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||||
|
||||
data.HandScale = _scale;
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||||
}
|
||||
#endregion
|
||||
|
||||
#region Inject
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||||
public void InjectAllFixedScaleDataModifier(UpdateModeFlags updateMode, IDataSource updateAfter,
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||||
DataModifier<HandDataAsset, HandDataSourceConfig> modifyDataFromSource, bool applyModifier,
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||||
Component[] aspects, float scale)
|
||||
{
|
||||
base.InjectAllHand(updateMode, updateAfter, modifyDataFromSource, applyModifier, aspects);
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||||
InjectScale(scale);
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||||
}
|
||||
|
||||
public void InjectScale(float scale)
|
||||
{
|
||||
_scale = scale;
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||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
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guid: b927808915b4eba41b76168390b99c24
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userData:
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@@ -0,0 +1,101 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
using Oculus.Interaction.Throw;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Oculus.Interaction.Input
|
||||
{
|
||||
/// <summary>
|
||||
/// Tracks the history of finger rotations and can be set to use the joint
|
||||
/// rotations from some number of frames ago.
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||||
/// </summary>
|
||||
public class JointRotationHistoryModifier : Hand
|
||||
{
|
||||
[SerializeField]
|
||||
private int _historyLength = 60;
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||||
|
||||
[SerializeField]
|
||||
private int _historyOffset = 5;
|
||||
|
||||
private Quaternion[][] _jointHistory = new Quaternion[(int)HandJointId.HandMaxSkinnable][];
|
||||
private int _historyIndex = 0;
|
||||
private int _capturedDataVersion;
|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
base.Start();
|
||||
|
||||
for (int i = 0; i < _jointHistory.Length; i++)
|
||||
{
|
||||
_jointHistory[i] = new Quaternion[_historyLength];
|
||||
for (int j = 0; j < _historyLength; j++)
|
||||
{
|
||||
_jointHistory[i][j] = Quaternion.identity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region DataModifier Implementation
|
||||
protected override void Apply(HandDataAsset data)
|
||||
{
|
||||
if (!data.IsDataValid)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (_capturedDataVersion != ModifyDataFromSource.CurrentDataVersion)
|
||||
{
|
||||
_capturedDataVersion = ModifyDataFromSource.CurrentDataVersion;
|
||||
|
||||
_historyIndex = (_historyIndex + 1) % _historyLength;
|
||||
for (int i = 0; i < _jointHistory.Length; i++)
|
||||
{
|
||||
_jointHistory[i][_historyIndex] = data.Joints[i];
|
||||
}
|
||||
}
|
||||
|
||||
_historyOffset = Mathf.Clamp(_historyOffset, 0, _historyLength);
|
||||
int index = (_historyIndex + _historyLength - _historyOffset) % _historyLength;
|
||||
for (int i = 0; i < _jointHistory.Length; i++)
|
||||
{
|
||||
data.Joints[i] = _jointHistory[i][index];
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
public void SetHistoryOffset(int offset)
|
||||
{
|
||||
_historyOffset = offset;
|
||||
MarkInputDataRequiresUpdate();
|
||||
}
|
||||
|
||||
#region Inject
|
||||
|
||||
public void InjectAllJointRotationHistoryModifier(UpdateModeFlags updateMode, IDataSource updateAfter,
|
||||
DataModifier<HandDataAsset, HandDataSourceConfig> modifyDataFromSource, bool applyModifier,
|
||||
Component[] aspects, int historyLength, int historyOffset)
|
||||
{
|
||||
base.InjectAllHand(updateMode, updateAfter, modifyDataFromSource, applyModifier, aspects);
|
||||
InjectHistoryLength(historyLength);
|
||||
SetHistoryOffset(historyOffset);
|
||||
}
|
||||
|
||||
public void InjectHistoryLength(int historyLength)
|
||||
{
|
||||
_historyLength = historyLength;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4b5d61cebc8bc2644b45d6034694ea8f
|
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externalObjects: {}
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serializedVersion: 2
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@@ -0,0 +1,49 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
namespace Oculus.Interaction.Input
|
||||
{
|
||||
public class LastKnownGoodDataModifier : Hand
|
||||
{
|
||||
private readonly HandDataAsset _lastState = new HandDataAsset();
|
||||
|
||||
#region DataModifier Implementation
|
||||
protected override void Apply(HandDataAsset data)
|
||||
{
|
||||
bool shouldUseData = data.IsHighConfidence ||
|
||||
data.RootPoseOrigin == PoseOrigin.FilteredTrackedPose ||
|
||||
data.RootPoseOrigin == PoseOrigin.SyntheticPose;
|
||||
if (data.IsDataValid && data.IsTracked && shouldUseData)
|
||||
{
|
||||
_lastState.CopyFrom(data);
|
||||
}
|
||||
else if (_lastState.IsDataValid && data.IsConnected)
|
||||
{
|
||||
// No high confidence data, use last known good.
|
||||
// Only copy pose data, not confidence/tracked flags.
|
||||
data.CopyPosesFrom(_lastState);
|
||||
data.RootPoseOrigin = PoseOrigin.SyntheticPose;
|
||||
data.IsDataValid = true;
|
||||
data.IsTracked = true;
|
||||
data.IsHighConfidence = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// This hand is not connected, or has never seen valid data.
|
||||
data.IsTracked = false;
|
||||
data.IsHighConfidence = false;
|
||||
data.RootPoseOrigin = PoseOrigin.None;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
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guid: 7daff26e66096cd49a253ca3ab592c03
|
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MonoImporter:
|
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externalObjects: {}
|
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serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,83 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.Profiling;
|
||||
|
||||
namespace Oculus.Interaction.Input
|
||||
{
|
||||
public class OneEuroFilterPositionDataModifier : Hand
|
||||
{
|
||||
[Header("Wrist")]
|
||||
[SerializeField]
|
||||
private OneEuroFilterPropertyBlock _wristFilterProperties =
|
||||
new OneEuroFilterPropertyBlock(2f, 10f);
|
||||
|
||||
private IOneEuroFilter<Vector3> _wristFilter;
|
||||
private int _lastFrameUpdated;
|
||||
private Pose _lastSmoothedPose;
|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
base.Start();
|
||||
|
||||
_lastFrameUpdated = 0;
|
||||
_wristFilter = OneEuroFilter.CreateVector3();
|
||||
}
|
||||
|
||||
#region IHandInputDataModifier Implementation
|
||||
protected override void Apply(HandDataAsset handDataAsset)
|
||||
{
|
||||
if (!handDataAsset.IsTracked)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Profiler.BeginSample($"{nameof(OneEuroFilterPositionDataModifier)}." +
|
||||
$"{nameof(OneEuroFilterPositionDataModifier.Apply)}");
|
||||
|
||||
if (Time.frameCount > _lastFrameUpdated)
|
||||
{
|
||||
_lastFrameUpdated = Time.frameCount;
|
||||
_lastSmoothedPose = ApplyFilter(handDataAsset.Root);
|
||||
}
|
||||
|
||||
handDataAsset.Root = _lastSmoothedPose;
|
||||
handDataAsset.RootPoseOrigin = PoseOrigin.FilteredTrackedPose;
|
||||
|
||||
Profiler.EndSample();
|
||||
}
|
||||
#endregion
|
||||
|
||||
private Pose ApplyFilter(Pose pose)
|
||||
{
|
||||
_wristFilter.SetProperties(_wristFilterProperties);
|
||||
pose.position = _wristFilter.Step(pose.position, Time.fixedDeltaTime);
|
||||
return pose;
|
||||
}
|
||||
|
||||
#region Inject
|
||||
public void InjectAllOneEuroFilterPositionDataModifier(UpdateModeFlags updateMode, IDataSource updateAfter,
|
||||
DataModifier<HandDataAsset, HandDataSourceConfig> modifyDataFromSource, bool applyModifier,
|
||||
Component[] aspects, OneEuroFilterPropertyBlock wristFilterProperties)
|
||||
{
|
||||
base.InjectAllHand(updateMode, updateAfter, modifyDataFromSource, applyModifier, aspects);
|
||||
InjectWristFilterProperties(wristFilterProperties);
|
||||
}
|
||||
|
||||
public void InjectWristFilterProperties(OneEuroFilterPropertyBlock wristFilterProperties)
|
||||
{
|
||||
_wristFilterProperties = wristFilterProperties;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
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guid: 77f93b4928ccdb2448c377308b7f4731
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
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assetBundleName:
|
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assetBundleVariant:
|
||||
@@ -0,0 +1,162 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.Profiling;
|
||||
|
||||
namespace Oculus.Interaction.Input
|
||||
{
|
||||
/// <summary>
|
||||
/// Data Modifier use to apply the One Euro Filter to a hand pose.
|
||||
/// Filtering can be applied to the wrist and any number of finger joints.
|
||||
/// </summary>
|
||||
public class OneEuroFilterRotationDataModifier : Hand
|
||||
{
|
||||
[Header("Wrist")]
|
||||
[SerializeField]
|
||||
private bool _wristFilterEnabled = true;
|
||||
|
||||
[SerializeField]
|
||||
private OneEuroFilterPropertyBlock _wristFilterProperties =
|
||||
new OneEuroFilterPropertyBlock(2f, 3f);
|
||||
|
||||
[Header("Fingers")]
|
||||
[SerializeField]
|
||||
private bool _fingerFiltersEnabled = true;
|
||||
|
||||
[SerializeField]
|
||||
private HandFingerJointFlags _fingerJoints = HandFingerJointFlags.None;
|
||||
|
||||
[SerializeField]
|
||||
private OneEuroFilterPropertyBlock _fingerFilterProperties =
|
||||
new OneEuroFilterPropertyBlock(1f, 2f);
|
||||
|
||||
private IOneEuroFilter<Quaternion> _wristFilter;
|
||||
private List<JointFilter> _fingerJointFilters;
|
||||
private HandDataAsset _lastFiltered;
|
||||
private int _lastFrameUpdated;
|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
base.Start();
|
||||
|
||||
InitFingerJointFilters();
|
||||
|
||||
_lastFrameUpdated = 0;
|
||||
_lastFiltered = new HandDataAsset();
|
||||
_wristFilter = OneEuroFilter.CreateQuaternion();
|
||||
}
|
||||
|
||||
private void InitFingerJointFilters()
|
||||
{
|
||||
_fingerJointFilters = new List<JointFilter>();
|
||||
if (_fingerJoints == HandFingerJointFlags.None)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var jointId in HandJointUtils.JointIds)
|
||||
{
|
||||
HandFingerJointFlags jointFlag = (HandFingerJointFlags)(1 << (int)jointId);
|
||||
if (!Enum.IsDefined(typeof(HandFingerJointFlags), jointFlag))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (_fingerJoints.HasFlag(jointFlag))
|
||||
{
|
||||
_fingerJointFilters.Add(new JointFilter(jointId));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region IHandInputDataModifier Implementation
|
||||
protected override void Apply(HandDataAsset handDataAsset)
|
||||
{
|
||||
if (!handDataAsset.IsTracked)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Profiler.BeginSample($"{nameof(OneEuroFilterRotationDataModifier)}." +
|
||||
$"{nameof(OneEuroFilterRotationDataModifier.Apply)}");
|
||||
|
||||
if (Time.frameCount > _lastFrameUpdated)
|
||||
{
|
||||
_lastFrameUpdated = Time.frameCount;
|
||||
ApplyFilters(handDataAsset);
|
||||
_lastFiltered.CopyFrom(handDataAsset);
|
||||
}
|
||||
else
|
||||
{
|
||||
handDataAsset.CopyFrom(_lastFiltered);
|
||||
}
|
||||
|
||||
handDataAsset.RootPoseOrigin = PoseOrigin.FilteredTrackedPose;
|
||||
|
||||
Profiler.EndSample();
|
||||
}
|
||||
#endregion
|
||||
|
||||
private void ApplyFilters(HandDataAsset handDataAsset)
|
||||
{
|
||||
if (_wristFilterEnabled)
|
||||
{
|
||||
Pose rootPose = handDataAsset.Root;
|
||||
_wristFilter.SetProperties(_wristFilterProperties);
|
||||
rootPose.rotation = _wristFilter.Step(rootPose.rotation, Time.fixedDeltaTime);
|
||||
handDataAsset.Root = rootPose;
|
||||
}
|
||||
|
||||
if (_fingerFiltersEnabled)
|
||||
{
|
||||
foreach (var joint in _fingerJointFilters)
|
||||
{
|
||||
joint.Filter.SetProperties(_fingerFilterProperties);
|
||||
handDataAsset.Joints[(int)joint.JointId] =
|
||||
joint.Filter.Step(handDataAsset.Joints[(int)joint.JointId], Time.fixedDeltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private class JointFilter
|
||||
{
|
||||
public HandJointId JointId => _jointId;
|
||||
public IOneEuroFilter<Quaternion> Filter => _filter;
|
||||
|
||||
private readonly HandJointId _jointId;
|
||||
private readonly IOneEuroFilter<Quaternion> _filter;
|
||||
|
||||
public JointFilter(HandJointId jointId)
|
||||
{
|
||||
_jointId = jointId;
|
||||
_filter = OneEuroFilter.CreateQuaternion();
|
||||
}
|
||||
}
|
||||
|
||||
#region Inject
|
||||
public void InjectAllOneEuroFilterRotationDataModifier(UpdateModeFlags updateMode, IDataSource updateAfter,
|
||||
DataModifier<HandDataAsset, HandDataSourceConfig> modifyDataFromSource, bool applyModifier,
|
||||
Component[] aspects, OneEuroFilterPropertyBlock wristFilterProperties)
|
||||
{
|
||||
base.InjectAllHand(updateMode, updateAfter, modifyDataFromSource, applyModifier, aspects);
|
||||
InjectWristFilterProperties(wristFilterProperties);
|
||||
}
|
||||
|
||||
public void InjectWristFilterProperties(OneEuroFilterPropertyBlock wristFilterProperties)
|
||||
{
|
||||
_wristFilterProperties = wristFilterProperties;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e410712d2f3ef084daeb2eac77899ce2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,508 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Oculus.Interaction.Input
|
||||
{
|
||||
/// <summary>
|
||||
/// Alters hand data piped into this modifier to lock and unlock joints (wrist position and rotation,
|
||||
/// finger joint rotations) When switching between locked and unlocked states, additionally smooths
|
||||
/// out transitions by easing between source hand data and target hand data.
|
||||
/// </summary>
|
||||
public class SyntheticHandModifier : Hand
|
||||
{
|
||||
[System.Flags]
|
||||
public enum WristLockMode
|
||||
{
|
||||
Position = 1 << 0,
|
||||
Rotation = 1 << 1,
|
||||
Full = (1 << 2) - 1
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private ProgressCurve _wristPositionLockCurve = new ProgressCurve();
|
||||
[SerializeField]
|
||||
private ProgressCurve _wristPositionUnlockCurve;
|
||||
[SerializeField]
|
||||
private ProgressCurve _wristRotationLockCurve;
|
||||
[SerializeField]
|
||||
private ProgressCurve _wristRotationUnlockCurve;
|
||||
[SerializeField]
|
||||
private ProgressCurve _jointLockCurve;
|
||||
[SerializeField]
|
||||
private ProgressCurve _jointUnlockCurve;
|
||||
|
||||
/// <summary>
|
||||
/// Use this factor to control how much the fingers can spread when nearby a constrained pose.
|
||||
/// </summary>
|
||||
[SerializeField]
|
||||
[Tooltip("Use this factor to control how much the fingers can spread when nearby a constrained pose.")]
|
||||
private float _spreadAllowance = 5f;
|
||||
|
||||
public System.Action UpdateRequired = delegate { };
|
||||
|
||||
private readonly HandDataAsset _lastStates = new HandDataAsset();
|
||||
|
||||
private float _wristPositionOverrideFactor;
|
||||
private float _wristRotationOverrideFactor;
|
||||
|
||||
private float[] _jointsOverrideFactor = new float[FingersMetadata.HAND_JOINT_IDS.Length];
|
||||
|
||||
private ProgressCurve[] _jointLockProgressCurves = new ProgressCurve[FingersMetadata.HAND_JOINT_IDS.Length];
|
||||
private ProgressCurve[] _jointUnlockProgressCurves = new ProgressCurve[FingersMetadata.HAND_JOINT_IDS.Length];
|
||||
|
||||
private Pose _desiredWristPose;
|
||||
private bool _wristPositionLocked;
|
||||
private bool _wristRotationLocked;
|
||||
private Pose _constrainedWristPose;
|
||||
private Pose _lastWristPose;
|
||||
|
||||
private Quaternion[] _desiredJointsRotation = new Quaternion[FingersMetadata.HAND_JOINT_IDS.Length];
|
||||
private Quaternion[] _constrainedJointRotations = new Quaternion[FingersMetadata.HAND_JOINT_IDS.Length];
|
||||
private Quaternion[] _lastSyntheticRotation = new Quaternion[FingersMetadata.HAND_JOINT_IDS.Length];
|
||||
private JointFreedom[] _jointsFreedomLevels = new JointFreedom[FingersMetadata.HAND_JOINT_IDS.Length];
|
||||
|
||||
private bool _hasConnectedData;
|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
base.Start();
|
||||
|
||||
for (int i = 0; i < FingersMetadata.HAND_JOINT_IDS.Length; i++)
|
||||
{
|
||||
_jointLockProgressCurves[i] = new ProgressCurve(_jointLockCurve);
|
||||
_jointUnlockProgressCurves[i] = new ProgressCurve(_jointUnlockCurve);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Apply(HandDataAsset data)
|
||||
{
|
||||
if (!data.IsDataValid || !data.IsTracked || !data.IsHighConfidence)
|
||||
{
|
||||
data.IsConnected = false;
|
||||
data.RootPoseOrigin = PoseOrigin.None;
|
||||
_hasConnectedData = false;
|
||||
return;
|
||||
}
|
||||
|
||||
UpdateRequired.Invoke();
|
||||
_lastStates.CopyFrom(data);
|
||||
|
||||
if (!_hasConnectedData)
|
||||
{
|
||||
_constrainedWristPose = data.Root;
|
||||
_hasConnectedData = true;
|
||||
}
|
||||
|
||||
UpdateJointsRotation(data);
|
||||
UpdateRootPose(ref data.Root);
|
||||
|
||||
data.RootPoseOrigin = PoseOrigin.SyntheticPose;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the pose of the root of the hand
|
||||
/// using the visual provided values. Sometimes this
|
||||
/// might require lerping between the tracked pose
|
||||
/// and the provided one to improve the movement of the hand
|
||||
/// without worrying about when the overwrite value was written.
|
||||
///
|
||||
/// During this update, the modifier also ensures the unlocking
|
||||
/// animations are executed.
|
||||
/// </summary>
|
||||
/// <param name="root">The tracked root value to modify</param>
|
||||
private void UpdateRootPose(ref Pose root)
|
||||
{
|
||||
float smoothPositionFactor = _wristPositionLocked ? _wristPositionLockCurve.Progress() : _wristPositionUnlockCurve.Progress();
|
||||
Vector3 position = Vector3.Lerp(root.position, _desiredWristPose.position, _wristPositionOverrideFactor);
|
||||
root.position = Vector3.Lerp(_constrainedWristPose.position, position, smoothPositionFactor);
|
||||
|
||||
float smoothRotationFactor = _wristRotationLocked ? _wristRotationLockCurve.Progress() : _wristRotationUnlockCurve.Progress();
|
||||
Quaternion rotation = Quaternion.Lerp(root.rotation, _desiredWristPose.rotation, _wristRotationOverrideFactor);
|
||||
root.rotation = Quaternion.Lerp(_constrainedWristPose.rotation, rotation, smoothRotationFactor);
|
||||
|
||||
_lastWristPose.CopyFrom(root);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the rotation of the joints in the hand
|
||||
/// using the visual provided values. Sometimes this
|
||||
/// might require lerping between the tracked pose
|
||||
/// and the provided ones to improve the movement of the fingers
|
||||
/// without worrying about when the overwrite values were written.
|
||||
///
|
||||
/// During this update the modifier also ensures that fingers that disallow
|
||||
/// some movement (locked or constrained) have their values properly set, and
|
||||
/// when there is an unlock event the finger values are smoothly animated back to
|
||||
/// their tracked rotations.
|
||||
/// </summary>
|
||||
/// <param name="data">The entire hand data structure to read and write the joints rotations from</param>
|
||||
private void UpdateJointsRotation(HandDataAsset data)
|
||||
{
|
||||
float extraRotationAllowance = 0f;
|
||||
Quaternion[] jointRotations = data.Joints;
|
||||
|
||||
for (int i = 0; i < FingersMetadata.HAND_JOINT_IDS.Length; ++i)
|
||||
{
|
||||
JointFreedom freedomLevel = _jointsFreedomLevels[i];
|
||||
Quaternion desiredRotation = _desiredJointsRotation[i];
|
||||
float overrideFactor = _jointsOverrideFactor[i];
|
||||
int rawJointIndex = (int)FingersMetadata.HAND_JOINT_IDS[i];
|
||||
|
||||
if (freedomLevel == JointFreedom.Free)
|
||||
{
|
||||
//nothing to do, we move the finger freely
|
||||
}
|
||||
else if (freedomLevel == JointFreedom.Locked)
|
||||
{
|
||||
jointRotations[rawJointIndex] = Quaternion.Slerp(
|
||||
jointRotations[rawJointIndex],
|
||||
desiredRotation,
|
||||
overrideFactor);
|
||||
}
|
||||
else if (freedomLevel == JointFreedom.Constrained)
|
||||
{
|
||||
bool jointCanSpread = false;
|
||||
if (FingersMetadata.HAND_JOINT_CAN_SPREAD[i])
|
||||
{
|
||||
jointCanSpread = true;
|
||||
extraRotationAllowance = 0f;
|
||||
}
|
||||
|
||||
Quaternion maxRotation = desiredRotation * Quaternion.Euler(0f, 0f, -90f * extraRotationAllowance);
|
||||
|
||||
float overRotation = OverFlex(jointRotations[rawJointIndex], maxRotation);
|
||||
extraRotationAllowance = Mathf.Max(extraRotationAllowance, overRotation);
|
||||
|
||||
if (overRotation < 0f)
|
||||
{
|
||||
jointRotations[rawJointIndex] = Quaternion.Slerp(
|
||||
jointRotations[rawJointIndex],
|
||||
maxRotation,
|
||||
overrideFactor);
|
||||
}
|
||||
else if (jointCanSpread)
|
||||
{
|
||||
Quaternion trackedRotation = jointRotations[rawJointIndex];
|
||||
float spreadAngle = Vector3.SignedAngle(
|
||||
trackedRotation * Vector3.forward,
|
||||
maxRotation * Vector3.forward,
|
||||
trackedRotation * Vector3.up);
|
||||
|
||||
float spreadFactor = 1f - Mathf.Clamp01(overRotation * _spreadAllowance);
|
||||
trackedRotation = trackedRotation * Quaternion.Euler(0f, spreadAngle * spreadFactor, 0f);
|
||||
jointRotations[rawJointIndex] = trackedRotation;
|
||||
}
|
||||
}
|
||||
|
||||
float smoothFactor = _jointsFreedomLevels[i] == JointFreedom.Free ?
|
||||
_jointUnlockProgressCurves[i].Progress()
|
||||
: _jointLockProgressCurves[i].Progress();
|
||||
|
||||
jointRotations[rawJointIndex] = Quaternion.Slerp(
|
||||
_constrainedJointRotations[i],
|
||||
jointRotations[rawJointIndex],
|
||||
smoothFactor);
|
||||
|
||||
_lastSyntheticRotation[i] = jointRotations[rawJointIndex];
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stores the rotation data for all joints in the hand, to be applied during the ApplyHand event.
|
||||
/// </summary>
|
||||
/// <param name="jointRotations">The joint rotations following the FingersMetadata.HAND_JOINT_IDS format.</param>
|
||||
/// <param name="overrideFactor">How much to lerp the fingers from the tracked (raw) state to the provided one.</param>
|
||||
public void OverrideAllJoints(in Quaternion[] jointRotations, float overrideFactor)
|
||||
{
|
||||
for (int i = 0; i < FingersMetadata.HAND_JOINT_IDS.Length; ++i)
|
||||
{
|
||||
_desiredJointsRotation[i] = jointRotations[i];
|
||||
_jointsOverrideFactor[i] = overrideFactor;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stores the rotation data for all joints for the given finger, to be applied during the ApplyHand event.
|
||||
/// </summary>
|
||||
/// <param name="finger">The finger for which to lock joints.</param>
|
||||
/// <param name="rotations">The joint rotations for each joint on the finger</param>
|
||||
/// <param name="overrideFactor">How much to lerp the fingers from the tracked (raw) state to the provided one.</param>
|
||||
public void OverrideFingerRotations(HandFinger finger, Quaternion[] rotations, float overrideFactor)
|
||||
{
|
||||
int[] jointIndices = FingersMetadata.FINGER_TO_JOINT_INDEX[(int)finger];
|
||||
for (int i = 0; i < jointIndices.Length; i++)
|
||||
{
|
||||
OverrideJointRotationAtIndex(jointIndices[i], rotations[i], overrideFactor);
|
||||
}
|
||||
}
|
||||
|
||||
public void OverrideJointRotation(HandJointId jointId, Quaternion rotation, float overrideFactor)
|
||||
{
|
||||
int jointIndex = FingersMetadata.HandJointIdToIndex(jointId);
|
||||
OverrideJointRotationAtIndex(jointIndex, rotation, overrideFactor);
|
||||
}
|
||||
|
||||
private void OverrideJointRotationAtIndex(int jointIndex, Quaternion rotation, float overrideFactor)
|
||||
{
|
||||
_desiredJointsRotation[jointIndex] = rotation;
|
||||
_jointsOverrideFactor[jointIndex] = overrideFactor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Immediately locks an individual finger (all its internal joints) at the last known value.
|
||||
/// </summary>
|
||||
/// <param name="finger">The finger for which to lock joints.</param>
|
||||
public void LockFingerAtCurrent(in HandFinger finger)
|
||||
{
|
||||
SetFingerFreedom(finger, JointFreedom.Locked);
|
||||
|
||||
int fingerIndex = (int)finger;
|
||||
int[] jointIndexes = FingersMetadata.FINGER_TO_JOINT_INDEX[fingerIndex];
|
||||
for (int i = 0; i < jointIndexes.Length; ++i)
|
||||
{
|
||||
int jointIndex = jointIndexes[i];
|
||||
int rawJointIndex = (int)FingersMetadata.HAND_JOINT_IDS[jointIndex];
|
||||
|
||||
_desiredJointsRotation[jointIndex] = _lastStates.Joints[rawJointIndex];
|
||||
_jointsOverrideFactor[jointIndex] = 1f;
|
||||
}
|
||||
}
|
||||
|
||||
public void LockJoint(in HandJointId jointId, Quaternion rotation, float overrideFactor = 1f)
|
||||
{
|
||||
int jointIndex = FingersMetadata.HandJointIdToIndex(jointId);
|
||||
_desiredJointsRotation[jointIndex] = rotation;
|
||||
_jointsOverrideFactor[jointIndex] = 1f;
|
||||
SetJointFreedomAtIndex(jointIndex, JointFreedom.Locked);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// To use in conjunction with OverrideAllJoints, it sets the freedom state for a provided finger.
|
||||
/// Opposite to LockFingerAtCurrent, this method uses the data provided in OverrideAllJoints instead
|
||||
/// of the last known state.
|
||||
/// </summary>
|
||||
/// <param name="freedomLevel">The freedom level for the finger</param>
|
||||
public void SetFingerFreedom(in HandFinger finger, in JointFreedom freedomLevel, bool skipAnimation = false)
|
||||
{
|
||||
int[] jointIndexes = FingersMetadata.FINGER_TO_JOINT_INDEX[(int)finger];
|
||||
for (int i = 0; i < jointIndexes.Length; ++i)
|
||||
{
|
||||
SetJointFreedomAtIndex(jointIndexes[i], freedomLevel, skipAnimation);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetJointFreedom(in HandJointId jointId, in JointFreedom freedomLevel, bool skipAnimation = false)
|
||||
{
|
||||
int jointIndex = FingersMetadata.HandJointIdToIndex(jointId);
|
||||
SetJointFreedomAtIndex(jointIndex, freedomLevel, skipAnimation);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Short-hand method for setting the freedom level of all fingers in a hand to Free.
|
||||
/// Similar to calling SetFingerFreedom for each single finger in the hand
|
||||
/// with a value of FingerFreedom.Free for the freedomLevel
|
||||
/// </summary>
|
||||
public void FreeAllJoints()
|
||||
{
|
||||
for (int i = 0; i < FingersMetadata.HAND_JOINT_IDS.Length; ++i)
|
||||
{
|
||||
SetJointFreedomAtIndex(i, JointFreedom.Free);
|
||||
}
|
||||
}
|
||||
|
||||
private void SetJointFreedomAtIndex(int jointId, in JointFreedom freedomLevel, bool skipAnimation = false)
|
||||
{
|
||||
JointFreedom currentFreedom = _jointsFreedomLevels[jointId];
|
||||
if (currentFreedom != freedomLevel)
|
||||
{
|
||||
bool locked = freedomLevel == JointFreedom.Locked
|
||||
|| freedomLevel == JointFreedom.Constrained;
|
||||
UpdateProgressCurve(ref _jointLockProgressCurves[jointId],
|
||||
ref _jointUnlockProgressCurves[jointId],
|
||||
locked, skipAnimation);
|
||||
_constrainedJointRotations[jointId] = _lastSyntheticRotation[jointId];
|
||||
}
|
||||
|
||||
_jointsFreedomLevels[jointId] = freedomLevel;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stores the desired pose to set the wrist of the hand to.
|
||||
/// This is not necessarily the final pose of the hand, as it allows
|
||||
/// lerping between the tracked and provided one during the ApplyHand phase.
|
||||
///
|
||||
/// To ensure the hand is locked at the desired pose, pass a value of 1 in the overrideFactor
|
||||
/// </summary>
|
||||
/// <param name="wristPose">The final pose desired for the wrist</param>
|
||||
/// <param name="lockMode">Either lock the position, rotation or both (default)</param>
|
||||
/// <param name="overrideFactor">How much to lerp between the tracked and the provided pose</param>
|
||||
/// <param name="skipAnimation">Whether to skip the animation curve for this override.</param>
|
||||
public void LockWristPose(Pose wristPose, float overrideFactor = 1f, WristLockMode lockMode = WristLockMode.Full, bool worldPose = false, bool skipAnimation = false)
|
||||
{
|
||||
Pose desiredWristPose = worldPose ? TrackingToWorldTransformer.ToTrackingPose(wristPose) : wristPose;
|
||||
|
||||
if ((lockMode & WristLockMode.Position) != 0)
|
||||
{
|
||||
LockWristPosition(desiredWristPose.position, overrideFactor, skipAnimation);
|
||||
}
|
||||
|
||||
if ((lockMode & WristLockMode.Rotation) != 0)
|
||||
{
|
||||
LockWristRotation(desiredWristPose.rotation, overrideFactor, skipAnimation);
|
||||
}
|
||||
}
|
||||
|
||||
public void LockWristPosition(Vector3 position, float overrideFactor = 1f, bool skipAnimation = false)
|
||||
{
|
||||
_wristPositionOverrideFactor = overrideFactor;
|
||||
_desiredWristPose.position = position;
|
||||
if (!_wristPositionLocked)
|
||||
{
|
||||
SyntheticWristLockChangedState(WristLockMode.Position, skipAnimation);
|
||||
_wristPositionLocked = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void LockWristRotation(Quaternion rotation, float overrideFactor = 1f, bool skipAnimation = false)
|
||||
{
|
||||
_wristRotationOverrideFactor = overrideFactor;
|
||||
_desiredWristPose.rotation = rotation;
|
||||
if (!_wristRotationLocked)
|
||||
{
|
||||
SyntheticWristLockChangedState(WristLockMode.Rotation, skipAnimation);
|
||||
_wristRotationLocked = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unlocks the hand (locked at the OverrideWristPose method) starting
|
||||
/// a timer for the smooth release animation.
|
||||
/// </summary>
|
||||
public void FreeWrist(WristLockMode lockMode = WristLockMode.Full)
|
||||
{
|
||||
if ((lockMode & WristLockMode.Position) != 0
|
||||
&& _wristPositionLocked)
|
||||
{
|
||||
_wristPositionOverrideFactor = 0f;
|
||||
_wristPositionLocked = false;
|
||||
SyntheticWristLockChangedState(WristLockMode.Position);
|
||||
}
|
||||
if ((lockMode & WristLockMode.Rotation) != 0
|
||||
&& _wristRotationLocked)
|
||||
{
|
||||
_wristRotationOverrideFactor = 0f;
|
||||
_wristRotationLocked = false;
|
||||
SyntheticWristLockChangedState(WristLockMode.Rotation);
|
||||
}
|
||||
}
|
||||
|
||||
private void SyntheticWristLockChangedState(WristLockMode lockMode, bool skipAnimation = false)
|
||||
{
|
||||
if ((lockMode & WristLockMode.Position) != 0)
|
||||
{
|
||||
UpdateProgressCurve(ref _wristPositionLockCurve, ref _wristPositionUnlockCurve,
|
||||
_wristPositionLocked, skipAnimation);
|
||||
_constrainedWristPose.position = _lastWristPose.position;
|
||||
}
|
||||
|
||||
if ((lockMode & WristLockMode.Rotation) != 0)
|
||||
{
|
||||
UpdateProgressCurve(ref _wristRotationLockCurve, ref _wristRotationUnlockCurve,
|
||||
_wristRotationLocked, skipAnimation);
|
||||
_constrainedWristPose.rotation = _lastWristPose.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Indicates whether a joint's tracked rotation is past a given rotation.
|
||||
/// Works in local Unity Joint coordinates.
|
||||
/// This is useful for blocking fingers past the snapping point.
|
||||
/// </summary>
|
||||
/// <param name="desiredLocalRot">The known local rotation of the joint. </param>
|
||||
/// <param name="maxLocalRot">The desired max local rotation of the joint.</param>
|
||||
/// <returns>A negative scalar proportional to how much the rotation is over the max one, a proportional positive scalar if under.</returns>
|
||||
private static float OverFlex(in Quaternion desiredLocalRot, in Quaternion maxLocalRot)
|
||||
{
|
||||
Vector3 jointDir = desiredLocalRot * Vector3.right;
|
||||
Vector3 jointTan = desiredLocalRot * Vector3.back;
|
||||
Vector3 maxDir = maxLocalRot * Vector3.right;
|
||||
Vector3 difference = Vector3.Cross(jointDir, maxDir);
|
||||
return Vector3.Dot(jointTan, difference);
|
||||
}
|
||||
|
||||
private static void UpdateProgressCurve(ref ProgressCurve lockProgress, ref ProgressCurve unlockProgress, bool locked, bool skipAnimation)
|
||||
{
|
||||
ProgressCurve progress = locked ? lockProgress : unlockProgress;
|
||||
if (skipAnimation)
|
||||
{
|
||||
progress.End();
|
||||
}
|
||||
else
|
||||
{
|
||||
progress.Start();
|
||||
}
|
||||
}
|
||||
|
||||
#region Inject
|
||||
|
||||
public void InjectAllSyntheticHandModifier(UpdateModeFlags updateMode, IDataSource updateAfter,
|
||||
DataModifier<HandDataAsset, HandDataSourceConfig> modifyDataFromSource, bool applyModifier,
|
||||
Component[] aspects,
|
||||
ProgressCurve wristPositionLockCurve, ProgressCurve wristPositionUnlockCurve,
|
||||
ProgressCurve wristRotationLockCurve, ProgressCurve wristRotationUnlockCurve,
|
||||
ProgressCurve jointLockCurve, ProgressCurve jointUnlockCurve,
|
||||
float spreadAllowance)
|
||||
{
|
||||
base.InjectAllHand(updateMode, updateAfter, modifyDataFromSource, applyModifier, aspects);
|
||||
|
||||
InjectWristPositionLockCurve(wristPositionLockCurve);
|
||||
InjectWristPositionUnlockCurve(wristPositionUnlockCurve);
|
||||
InjectWristRotationLockCurve(wristRotationLockCurve);
|
||||
InjectWristRotationUnlockCurve(wristRotationUnlockCurve);
|
||||
InjectJointLockCurve(jointLockCurve);
|
||||
InjectJointUnlockCurve(jointUnlockCurve);
|
||||
InjectSpreadAllowance(spreadAllowance);
|
||||
}
|
||||
|
||||
public void InjectWristPositionLockCurve(ProgressCurve wristPositionLockCurve) {
|
||||
_wristPositionLockCurve = wristPositionLockCurve;
|
||||
}
|
||||
|
||||
public void InjectWristPositionUnlockCurve(ProgressCurve wristPositionUnlockCurve) {
|
||||
_wristPositionUnlockCurve = wristPositionUnlockCurve;
|
||||
}
|
||||
|
||||
public void InjectWristRotationLockCurve(ProgressCurve wristRotationLockCurve) {
|
||||
_wristRotationLockCurve = wristRotationLockCurve;
|
||||
}
|
||||
|
||||
public void InjectWristRotationUnlockCurve(ProgressCurve wristRotationUnlockCurve) {
|
||||
_wristRotationUnlockCurve = wristRotationUnlockCurve;
|
||||
}
|
||||
|
||||
public void InjectJointLockCurve(ProgressCurve jointLockCurve) {
|
||||
_jointLockCurve = jointLockCurve;
|
||||
}
|
||||
|
||||
public void InjectJointUnlockCurve(ProgressCurve jointUnlockCurve) {
|
||||
_jointUnlockCurve = jointUnlockCurve;
|
||||
}
|
||||
|
||||
public void InjectSpreadAllowance(float spreadAllowance) {
|
||||
_spreadAllowance = spreadAllowance;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5c67033f580359c4581dff1ccffcca91
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,137 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
namespace Oculus.Interaction.Input
|
||||
{
|
||||
public enum JointFreedom
|
||||
{
|
||||
Free,
|
||||
Constrained,
|
||||
Locked
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This class contains a series of useful fingers-related data structures
|
||||
/// to be used for optimal calculations without relying in dictionaries.
|
||||
///
|
||||
/// Since we always assume the hand pose information to be sorted in
|
||||
/// the HAND_JOINT_IDS order, we can align multiple data structures
|
||||
/// that follow that convention.
|
||||
/// </summary>
|
||||
public class FingersMetadata
|
||||
{
|
||||
public static JointFreedom[] DefaultFingersFreedom()
|
||||
{
|
||||
return new JointFreedom[Constants.NUM_FINGERS]
|
||||
{
|
||||
JointFreedom.Locked,
|
||||
JointFreedom.Locked,
|
||||
JointFreedom.Constrained,
|
||||
JointFreedom.Constrained,
|
||||
JointFreedom.Free
|
||||
};
|
||||
}
|
||||
|
||||
public static int HandJointIdToIndex(HandJointId id)
|
||||
{
|
||||
return (int)id - (int)HandJointId.HandThumb0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Valid identifiers for the i-bone of a hand.
|
||||
/// </summary>
|
||||
public static readonly HandJointId[] HAND_JOINT_IDS = new HandJointId[]
|
||||
{
|
||||
HandJointId.HandThumb0,
|
||||
HandJointId.HandThumb1,
|
||||
HandJointId.HandThumb2,
|
||||
HandJointId.HandThumb3,
|
||||
HandJointId.HandIndex1,
|
||||
HandJointId.HandIndex2,
|
||||
HandJointId.HandIndex3,
|
||||
HandJointId.HandMiddle1,
|
||||
HandJointId.HandMiddle2,
|
||||
HandJointId.HandMiddle3,
|
||||
HandJointId.HandRing1,
|
||||
HandJointId.HandRing2,
|
||||
HandJointId.HandRing3,
|
||||
HandJointId.HandPinky0,
|
||||
HandJointId.HandPinky1,
|
||||
HandJointId.HandPinky2,
|
||||
HandJointId.HandPinky3
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// This array is used to convert from Finger id to the list indices
|
||||
/// of its joint in the HAND_JOINT_IDS list.
|
||||
/// </summary>
|
||||
public static readonly int[][] FINGER_TO_JOINT_INDEX = new int[][]
|
||||
{
|
||||
new[] {0,1,2,3},
|
||||
new[] {4,5,6},
|
||||
new[] {7,8,9},
|
||||
new[] {10,11,12},
|
||||
new[] {13,14,15,16}
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Array order following HAND_JOINT_IDS that indicates if the i joint
|
||||
/// can spread (rotate around Y). Should be true for the root of the fingers
|
||||
/// but Pink and Thumb are special cases
|
||||
/// </summary>
|
||||
public static readonly bool[] HAND_JOINT_CAN_SPREAD = new bool[]
|
||||
{
|
||||
true, //HandJointId.HandThumb0
|
||||
true, //HandJointId.HandThumb1
|
||||
false,//HandJointId.HandThumb2
|
||||
false,//HandJointId.HandThumb3
|
||||
true, //HandJointId.HandIndex1
|
||||
false,//HandJointId.HandIndex2
|
||||
false,//HandJointId.HandIndex3
|
||||
true, //HandJointId.HandMiddle1
|
||||
false,//HandJointId.HandMiddle2
|
||||
false,//HandJointId.HandMiddle3
|
||||
true, //HandJointId.HandRing1
|
||||
false,//HandJointId.HandRing2
|
||||
false,//HandJointId.HandRing3
|
||||
true, //HandJointId.HandPinky0
|
||||
true, //HandJointId.HandPinky1
|
||||
false,//HandJointId.HandPinky2
|
||||
false //HandJointId.HandPinky3
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Sorted like HAND_JOINT_IDS, this array is used to retrieve the finger
|
||||
/// each joint belongs to.
|
||||
/// </summary>
|
||||
public static readonly HandFinger[] HAND_FINGER_ID = new HandFinger[]
|
||||
{
|
||||
HandFinger.Thumb,
|
||||
HandFinger.Thumb,
|
||||
HandFinger.Thumb,
|
||||
HandFinger.Thumb,
|
||||
HandFinger.Index,
|
||||
HandFinger.Index,
|
||||
HandFinger.Index,
|
||||
HandFinger.Middle,
|
||||
HandFinger.Middle,
|
||||
HandFinger.Middle,
|
||||
HandFinger.Ring,
|
||||
HandFinger.Ring,
|
||||
HandFinger.Ring,
|
||||
HandFinger.Pinky,
|
||||
HandFinger.Pinky,
|
||||
HandFinger.Pinky,
|
||||
HandFinger.Pinky
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9c86919be0f18a54b8706542dc38dede
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
274
Assets/Oculus/Interaction/Runtime/Scripts/Input/Hands/Hand.cs
Normal file
274
Assets/Oculus/Interaction/Runtime/Scripts/Input/Hands/Hand.cs
Normal file
@@ -0,0 +1,274 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Assertions;
|
||||
|
||||
namespace Oculus.Interaction.Input
|
||||
{
|
||||
// A top level component that provides hand pose data, pinch states, and more.
|
||||
// Rather than sourcing data directly from the runtime layer, provides one
|
||||
// level of abstraction so that the aforementioned data can be injected
|
||||
// from other sources.
|
||||
public class Hand : DataModifier<HandDataAsset, HandDataSourceConfig>, IHand
|
||||
{
|
||||
[SerializeField]
|
||||
[Tooltip("Provides access to additional functionality on top of what the IHand interface provides." +
|
||||
"For example, this list can be used to provide access to the SkinnedMeshRenderer through " +
|
||||
"the IHand.GetHandAspect method.")]
|
||||
private Component[] _aspects;
|
||||
|
||||
public IReadOnlyList<Component> Aspects => _aspects;
|
||||
|
||||
public ITrackingToWorldTransformer TrackingToWorldTransformer =>
|
||||
Config.TrackingToWorldTransformer;
|
||||
|
||||
private HandJointCache _jointPosesCache;
|
||||
|
||||
public event Action HandUpdated = delegate { };
|
||||
|
||||
public bool IsConnected => GetData().IsDataValidAndConnected;
|
||||
public bool IsHighConfidence => GetData().IsHighConfidence;
|
||||
public bool IsDominantHand => GetData().IsDominantHand;
|
||||
public Handedness Handedness => Config.Handedness;
|
||||
public float Scale => GetData().HandScale * TrackingToWorldTransformer.Transform.localScale.x;
|
||||
|
||||
private static readonly Vector3 PALM_LOCAL_OFFSET = new Vector3(0.08f, -0.01f, 0.0f);
|
||||
|
||||
protected override void Apply(HandDataAsset data)
|
||||
{
|
||||
// Default implementation does nothing, to allow instantiation of this modifier directly
|
||||
}
|
||||
|
||||
public override void MarkInputDataRequiresUpdate()
|
||||
{
|
||||
base.MarkInputDataRequiresUpdate();
|
||||
|
||||
if (Started)
|
||||
{
|
||||
InitializeJointPosesCache();
|
||||
HandUpdated.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
private void InitializeJointPosesCache()
|
||||
{
|
||||
if (_jointPosesCache == null && GetData().IsDataValidAndConnected)
|
||||
{
|
||||
_jointPosesCache = new HandJointCache(Config.HandSkeleton);
|
||||
}
|
||||
}
|
||||
|
||||
private void CheckJointPosesCacheUpdate()
|
||||
{
|
||||
if (_jointPosesCache != null
|
||||
&& CurrentDataVersion != _jointPosesCache.LocalDataVersion)
|
||||
{
|
||||
_jointPosesCache.Update(GetData(), CurrentDataVersion);
|
||||
}
|
||||
}
|
||||
|
||||
#region IHandState implementation
|
||||
|
||||
public bool GetFingerIsPinching(HandFinger finger)
|
||||
{
|
||||
HandDataAsset currentData = GetData();
|
||||
return currentData.IsConnected && currentData.IsFingerPinching[(int)finger];
|
||||
}
|
||||
|
||||
public bool GetIndexFingerIsPinching()
|
||||
{
|
||||
return GetFingerIsPinching(HandFinger.Index);
|
||||
}
|
||||
|
||||
public bool IsPointerPoseValid => IsPoseOriginAllowed(GetData().PointerPoseOrigin);
|
||||
|
||||
public bool GetPointerPose(out Pose pose)
|
||||
{
|
||||
HandDataAsset currentData = GetData();
|
||||
return ValidatePose(currentData.PointerPose, currentData.PointerPoseOrigin,
|
||||
out pose);
|
||||
}
|
||||
|
||||
public bool GetJointPose(HandJointId handJointId, out Pose pose)
|
||||
{
|
||||
pose = Pose.identity;
|
||||
|
||||
if (!IsTrackedDataValid
|
||||
|| _jointPosesCache == null
|
||||
|| !GetRootPose(out Pose rootPose))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
CheckJointPosesCacheUpdate();
|
||||
pose = _jointPosesCache.WorldJointPose(handJointId, rootPose, Scale);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool GetJointPoseLocal(HandJointId handJointId, out Pose pose)
|
||||
{
|
||||
pose = Pose.identity;
|
||||
if (!GetJointPosesLocal(out ReadOnlyHandJointPoses localJointPoses))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
pose = localJointPoses[(int)handJointId];
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool GetJointPosesLocal(out ReadOnlyHandJointPoses localJointPoses)
|
||||
{
|
||||
if (!IsTrackedDataValid || _jointPosesCache == null)
|
||||
{
|
||||
localJointPoses = ReadOnlyHandJointPoses.Empty;
|
||||
return false;
|
||||
}
|
||||
CheckJointPosesCacheUpdate();
|
||||
return _jointPosesCache.GetAllLocalPoses(out localJointPoses);
|
||||
}
|
||||
|
||||
public bool GetJointPoseFromWrist(HandJointId handJointId, out Pose pose)
|
||||
{
|
||||
pose = Pose.identity;
|
||||
if (!GetJointPosesFromWrist(out ReadOnlyHandJointPoses jointPosesFromWrist))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
pose = jointPosesFromWrist[(int)handJointId];
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool GetJointPosesFromWrist(out ReadOnlyHandJointPoses jointPosesFromWrist)
|
||||
{
|
||||
if (!IsTrackedDataValid || _jointPosesCache == null)
|
||||
{
|
||||
jointPosesFromWrist = ReadOnlyHandJointPoses.Empty;
|
||||
return false;
|
||||
}
|
||||
CheckJointPosesCacheUpdate();
|
||||
return _jointPosesCache.GetAllPosesFromWrist(out jointPosesFromWrist);
|
||||
}
|
||||
|
||||
public bool GetPalmPoseLocal(out Pose pose)
|
||||
{
|
||||
Quaternion rotationQuat = Quaternion.identity;
|
||||
Vector3 offset = PALM_LOCAL_OFFSET;
|
||||
if (Handedness == Handedness.Left)
|
||||
{
|
||||
offset = -offset;
|
||||
}
|
||||
pose = new Pose(offset * Scale, rotationQuat);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool GetFingerIsHighConfidence(HandFinger finger)
|
||||
{
|
||||
return GetData().IsFingerHighConfidence[(int)finger];
|
||||
}
|
||||
|
||||
public float GetFingerPinchStrength(HandFinger finger)
|
||||
{
|
||||
return GetData().FingerPinchStrength[(int)finger];
|
||||
}
|
||||
|
||||
public bool IsTrackedDataValid => IsPoseOriginAllowed(GetData().RootPoseOrigin);
|
||||
|
||||
public bool GetRootPose(out Pose pose)
|
||||
{
|
||||
HandDataAsset currentData = GetData();
|
||||
return ValidatePose(currentData.Root, currentData.RootPoseOrigin, out pose);
|
||||
}
|
||||
|
||||
public bool IsCenterEyePoseValid => Config.HmdData.GetData().IsTracked;
|
||||
|
||||
public bool GetCenterEyePose(out Pose pose)
|
||||
{
|
||||
HmdDataAsset hmd = Config.HmdData.GetData();
|
||||
if (!hmd.IsTracked)
|
||||
{
|
||||
pose = new Pose();
|
||||
return false;
|
||||
}
|
||||
|
||||
pose = TrackingToWorldTransformer.ToWorldPose(hmd.Root);
|
||||
return true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
public Transform TrackingToWorldSpace
|
||||
{
|
||||
get
|
||||
{
|
||||
return TrackingToWorldTransformer.Transform;
|
||||
}
|
||||
}
|
||||
|
||||
private bool ValidatePose(in Pose sourcePose, PoseOrigin sourcePoseOrigin, out Pose pose)
|
||||
{
|
||||
if (IsPoseOriginDisallowed(sourcePoseOrigin))
|
||||
{
|
||||
pose = Pose.identity;
|
||||
return false;
|
||||
}
|
||||
pose = TrackingToWorldTransformer.ToWorldPose(sourcePose);
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool IsPoseOriginAllowed(PoseOrigin poseOrigin)
|
||||
{
|
||||
return poseOrigin != PoseOrigin.None;
|
||||
}
|
||||
|
||||
private bool IsPoseOriginDisallowed(PoseOrigin poseOrigin)
|
||||
{
|
||||
return poseOrigin == PoseOrigin.None;
|
||||
}
|
||||
|
||||
public bool GetHandAspect<TComponent>(out TComponent foundComponent) where TComponent : class
|
||||
{
|
||||
foreach (Component aspect in _aspects)
|
||||
{
|
||||
foundComponent = aspect as TComponent;
|
||||
if (foundComponent != null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
foundComponent = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
#region Inject
|
||||
|
||||
public void InjectAllHand(UpdateModeFlags updateMode, IDataSource updateAfter,
|
||||
DataModifier<HandDataAsset, HandDataSourceConfig> modifyDataFromSource, bool applyModifier,
|
||||
Component[] aspects)
|
||||
{
|
||||
base.InjectAllDataModifier(updateMode, updateAfter, modifyDataFromSource, applyModifier);
|
||||
InjectAspects(aspects);
|
||||
}
|
||||
|
||||
public void InjectAspects(Component[] aspects)
|
||||
{
|
||||
_aspects = aspects;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1a379f34d4f4f2e408d34f14bfb753ce
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,62 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Oculus.Interaction.Input
|
||||
{
|
||||
[Serializable]
|
||||
public class HandDataAsset : ICopyFrom<HandDataAsset>
|
||||
{
|
||||
public bool IsDataValid;
|
||||
public bool IsConnected;
|
||||
public bool IsTracked;
|
||||
public Pose Root;
|
||||
public PoseOrigin RootPoseOrigin;
|
||||
public Quaternion[] Joints = new Quaternion[Constants.NUM_HAND_JOINTS];
|
||||
public bool IsHighConfidence;
|
||||
public bool[] IsFingerPinching = new bool[Constants.NUM_FINGERS];
|
||||
public bool[] IsFingerHighConfidence = new bool[Constants.NUM_FINGERS];
|
||||
public float[] FingerPinchStrength = new float[Constants.NUM_FINGERS];
|
||||
public float HandScale;
|
||||
public Pose PointerPose;
|
||||
public PoseOrigin PointerPoseOrigin;
|
||||
public bool IsDominantHand;
|
||||
|
||||
public bool IsDataValidAndConnected => IsDataValid && IsConnected;
|
||||
|
||||
public void CopyFrom(HandDataAsset source)
|
||||
{
|
||||
IsDataValid = source.IsDataValid;
|
||||
IsConnected = source.IsConnected;
|
||||
IsTracked = source.IsTracked;
|
||||
IsHighConfidence = source.IsHighConfidence;
|
||||
IsDominantHand = source.IsDominantHand;
|
||||
CopyPosesFrom(source);
|
||||
}
|
||||
|
||||
public void CopyPosesFrom(HandDataAsset source)
|
||||
{
|
||||
Root = source.Root;
|
||||
RootPoseOrigin = source.RootPoseOrigin;
|
||||
Array.Copy(source.Joints, Joints, Constants.NUM_HAND_JOINTS);
|
||||
Array.Copy(source.IsFingerPinching, IsFingerPinching, IsFingerPinching.Length);
|
||||
Array.Copy(source.IsFingerHighConfidence, IsFingerHighConfidence,
|
||||
IsFingerHighConfidence.Length);
|
||||
Array.Copy(source.FingerPinchStrength, FingerPinchStrength, FingerPinchStrength.Length);
|
||||
HandScale = source.HandScale;
|
||||
PointerPose = source.PointerPose;
|
||||
PointerPoseOrigin = source.PointerPoseOrigin;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 24ccc8fce03318d4fb4fbd8bb782ded2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,25 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
namespace Oculus.Interaction.Input
|
||||
{
|
||||
/// <summary>
|
||||
/// A set of constants that are passed to each child of a Hand modifier tree from the root DataSource.
|
||||
/// </summary>
|
||||
public class HandDataSourceConfig
|
||||
{
|
||||
public Handedness Handedness { get; set; }
|
||||
public ITrackingToWorldTransformer TrackingToWorldTransformer { get; set; }
|
||||
public HandSkeleton HandSkeleton { get; set; }
|
||||
public IDataSource<HmdDataAsset, HmdDataSourceConfig> HmdData { get; set; }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cf1f3c380e869844ba59339cad4a325c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,145 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Oculus.Interaction.Input
|
||||
{
|
||||
public class HandJointCache
|
||||
{
|
||||
private Pose[] _localPoses = new Pose[Constants.NUM_HAND_JOINTS];
|
||||
private Pose[] _posesFromWrist = new Pose[Constants.NUM_HAND_JOINTS];
|
||||
private Pose[] _worldPoses = new Pose[Constants.NUM_HAND_JOINTS];
|
||||
|
||||
private ReadOnlyHandJointPoses _posesFromWristCollection;
|
||||
private ReadOnlyHandJointPoses _localPosesCollection;
|
||||
|
||||
private IReadOnlyHandSkeletonJointList _originalJoints;
|
||||
private int _dirtyWorldJoints = 0;
|
||||
private int _dirtyWristJoints = 0;
|
||||
|
||||
public int LocalDataVersion { get; private set; } = -1;
|
||||
|
||||
public HandJointCache(IReadOnlyHandSkeleton handSkeleton)
|
||||
{
|
||||
LocalDataVersion = -1;
|
||||
_posesFromWrist[0] = Pose.identity;
|
||||
|
||||
_posesFromWristCollection = new ReadOnlyHandJointPoses(_posesFromWrist);
|
||||
_localPosesCollection = new ReadOnlyHandJointPoses(_localPoses);
|
||||
|
||||
_originalJoints = handSkeleton.Joints;
|
||||
}
|
||||
|
||||
public void Update(HandDataAsset data, int dataVersion)
|
||||
{
|
||||
_dirtyWorldJoints = _dirtyWristJoints = (1 << (int)HandJointId.HandEnd) - 1; //set all dirty
|
||||
if (!data.IsDataValidAndConnected)
|
||||
{
|
||||
return;
|
||||
}
|
||||
LocalDataVersion = dataVersion;
|
||||
UpdateAllLocalPoses(data);
|
||||
}
|
||||
|
||||
public bool GetAllLocalPoses(out ReadOnlyHandJointPoses localJointPoses)
|
||||
{
|
||||
localJointPoses = _localPosesCollection;
|
||||
return _posesFromWristCollection.Count > 0;
|
||||
}
|
||||
|
||||
public bool GetAllPosesFromWrist(out ReadOnlyHandJointPoses jointPosesFromWrist)
|
||||
{
|
||||
UpdateAllPosesFromWrist();
|
||||
jointPosesFromWrist = _posesFromWristCollection;
|
||||
return _posesFromWristCollection.Count > 0;
|
||||
}
|
||||
|
||||
public Pose LocalJointPose(HandJointId jointid)
|
||||
{
|
||||
return _localPoses[(int)jointid];
|
||||
}
|
||||
|
||||
public Pose PoseFromWrist(HandJointId jointid)
|
||||
{
|
||||
Pose pose = _posesFromWrist[(int)jointid];
|
||||
UpdateWristJoint(jointid, ref pose);
|
||||
return pose;
|
||||
}
|
||||
|
||||
public Pose WorldJointPose(HandJointId jointid, Pose rootPose, float handScale)
|
||||
{
|
||||
int jointIndex = (int)jointid;
|
||||
if ((_dirtyWorldJoints & (1 << jointIndex)) != 0) //its dirty
|
||||
{
|
||||
Pose wristPose = Pose.identity;
|
||||
UpdateWristJoint(jointid, ref wristPose);
|
||||
PoseUtils.Multiply(_localPoses[0], wristPose, ref _worldPoses[jointIndex]);
|
||||
_worldPoses[jointIndex].position *= handScale;
|
||||
_worldPoses[jointIndex].Postmultiply(rootPose);
|
||||
|
||||
_dirtyWorldJoints = _dirtyWorldJoints & ~(1 << jointIndex); //set clean
|
||||
}
|
||||
|
||||
return _worldPoses[jointIndex];
|
||||
}
|
||||
|
||||
private void UpdateAllLocalPoses(HandDataAsset data)
|
||||
{
|
||||
for (int i = 0; i < Constants.NUM_HAND_JOINTS; ++i)
|
||||
{
|
||||
HandSkeletonJoint originalJoint = _originalJoints[i];
|
||||
_localPoses[i].position = originalJoint.pose.position;
|
||||
_localPoses[i].rotation = data.Joints[i];
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateAllPosesFromWrist()
|
||||
{
|
||||
if (_dirtyWristJoints == 0) //its completely clean
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int jointIndex = 0; jointIndex < Constants.NUM_HAND_JOINTS; ++jointIndex)
|
||||
{
|
||||
if ((_dirtyWristJoints & (1 << jointIndex)) == 0) //its clean
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
HandSkeletonJoint originalJoint = _originalJoints[jointIndex];
|
||||
if (originalJoint.parent >= 0)
|
||||
{
|
||||
PoseUtils.Multiply(_posesFromWrist[originalJoint.parent],
|
||||
_localPoses[jointIndex], ref _posesFromWrist[jointIndex]);
|
||||
}
|
||||
}
|
||||
_dirtyWristJoints = 0; //set all clean
|
||||
}
|
||||
|
||||
private void UpdateWristJoint(HandJointId jointid, ref Pose pose)
|
||||
{
|
||||
int jointIndex = (int)jointid;
|
||||
if ((_dirtyWristJoints & (1 << jointIndex)) != 0)// its dirty
|
||||
{
|
||||
if (jointid > HandJointId.HandWristRoot)
|
||||
{
|
||||
UpdateWristJoint((HandJointId)_originalJoints[jointIndex].parent, ref pose);
|
||||
PoseUtils.Multiply(pose, _localPoses[jointIndex], ref _posesFromWrist[jointIndex]);
|
||||
}
|
||||
_dirtyWristJoints = _dirtyWristJoints & ~(1 << jointIndex); //set clean
|
||||
}
|
||||
pose.CopyFrom(_posesFromWrist[jointIndex]);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f06ae507a1989e04daeeedc9859327ff
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,245 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Primitive type serialization
|
||||
/// </summary>
|
||||
namespace Oculus.Interaction.Input
|
||||
{
|
||||
public static class Constants
|
||||
{
|
||||
public const int NUM_HAND_JOINTS = (int)HandJointId.HandEnd;
|
||||
public const int NUM_FINGERS = 5;
|
||||
}
|
||||
|
||||
public enum Handedness
|
||||
{
|
||||
Left = 0,
|
||||
Right = 1,
|
||||
}
|
||||
|
||||
public enum HandFinger
|
||||
{
|
||||
Thumb = 0,
|
||||
Index = 1,
|
||||
Middle = 2,
|
||||
Ring = 3,
|
||||
Pinky = 4,
|
||||
}
|
||||
|
||||
[Flags]
|
||||
public enum HandFingerFlags
|
||||
{
|
||||
None = 0,
|
||||
Thumb = 1 << 0,
|
||||
Index = 1 << 1,
|
||||
Middle = 1 << 2,
|
||||
Ring = 1 << 3,
|
||||
Pinky = 1 << 4,
|
||||
All = (1 << 5) - 1
|
||||
}
|
||||
|
||||
[Flags]
|
||||
public enum HandFingerJointFlags
|
||||
{
|
||||
None = 0,
|
||||
Thumb0 = 1 << HandJointId.HandThumb0,
|
||||
Thumb1 = 1 << HandJointId.HandThumb1,
|
||||
Thumb2 = 1 << HandJointId.HandThumb2,
|
||||
Thumb3 = 1 << HandJointId.HandThumb3,
|
||||
Index1 = 1 << HandJointId.HandIndex1,
|
||||
Index2 = 1 << HandJointId.HandIndex2,
|
||||
Index3 = 1 << HandJointId.HandIndex3,
|
||||
Middle1 = 1 << HandJointId.HandMiddle1,
|
||||
Middle2 = 1 << HandJointId.HandMiddle2,
|
||||
Middle3 = 1 << HandJointId.HandMiddle3,
|
||||
Ring1 = 1 << HandJointId.HandRing1,
|
||||
Ring2 = 1 << HandJointId.HandRing2,
|
||||
Ring3 = 1 << HandJointId.HandRing3,
|
||||
Pinky0 = 1 << HandJointId.HandPinky0,
|
||||
Pinky1 = 1 << HandJointId.HandPinky1,
|
||||
Pinky2 = 1 << HandJointId.HandPinky2,
|
||||
Pinky3 = 1 << HandJointId.HandPinky3,
|
||||
}
|
||||
|
||||
public static class HandFingerUtils
|
||||
{
|
||||
public static HandFingerFlags ToFlags(HandFinger handFinger)
|
||||
{
|
||||
return (HandFingerFlags)(1 << (int)handFinger);
|
||||
}
|
||||
}
|
||||
|
||||
public enum HandJointId
|
||||
{
|
||||
Invalid = -1,
|
||||
|
||||
// hand bones
|
||||
HandStart = 0,
|
||||
HandWristRoot = HandStart + 0, // root frame of the hand, where the wrist is located
|
||||
HandForearmStub = HandStart + 1, // frame for user's forearm
|
||||
HandThumb0 = HandStart + 2, // thumb trapezium bone
|
||||
HandThumb1 = HandStart + 3, // thumb metacarpal bone
|
||||
HandThumb2 = HandStart + 4, // thumb proximal phalange bone
|
||||
HandThumb3 = HandStart + 5, // thumb distal phalange bone
|
||||
HandIndex1 = HandStart + 6, // index proximal phalange bone
|
||||
HandIndex2 = HandStart + 7, // index intermediate phalange bone
|
||||
HandIndex3 = HandStart + 8, // index distal phalange bone
|
||||
HandMiddle1 = HandStart + 9, // middle proximal phalange bone
|
||||
HandMiddle2 = HandStart + 10, // middle intermediate phalange bone
|
||||
HandMiddle3 = HandStart + 11, // middle distal phalange bone
|
||||
HandRing1 = HandStart + 12, // ring proximal phalange bone
|
||||
HandRing2 = HandStart + 13, // ring intermediate phalange bone
|
||||
HandRing3 = HandStart + 14, // ring distal phalange bone
|
||||
HandPinky0 = HandStart + 15, // pinky metacarpal bone
|
||||
HandPinky1 = HandStart + 16, // pinky proximal phalange bone
|
||||
HandPinky2 = HandStart + 17, // pinky intermediate phalange bone
|
||||
HandPinky3 = HandStart + 18, // pinky distal phalange bone
|
||||
HandMaxSkinnable = HandStart + 19,
|
||||
// Bone tips are position only.
|
||||
// They are not used for skinning but are useful for hit-testing.
|
||||
// NOTE: HandThumbTip == HandMaxSkinnable since the extended tips need to be contiguous
|
||||
HandThumbTip = HandMaxSkinnable + 0, // tip of the thumb
|
||||
HandIndexTip = HandMaxSkinnable + 1, // tip of the index finger
|
||||
HandMiddleTip = HandMaxSkinnable + 2, // tip of the middle finger
|
||||
HandRingTip = HandMaxSkinnable + 3, // tip of the ring finger
|
||||
HandPinkyTip = HandMaxSkinnable + 4, // tip of the pinky
|
||||
HandEnd = HandMaxSkinnable + 5,
|
||||
}
|
||||
|
||||
public class HandJointUtils
|
||||
{
|
||||
public static List<HandJointId[]> FingerToJointList = new List<HandJointId[]>()
|
||||
{
|
||||
new[] {HandJointId.HandThumb0,HandJointId.HandThumb1,HandJointId.HandThumb2,HandJointId.HandThumb3},
|
||||
new[] {HandJointId.HandIndex1, HandJointId.HandIndex2, HandJointId.HandIndex3},
|
||||
new[] {HandJointId.HandMiddle1, HandJointId.HandMiddle2, HandJointId.HandMiddle3},
|
||||
new[] {HandJointId.HandRing1,HandJointId.HandRing2,HandJointId.HandRing3},
|
||||
new[] {HandJointId.HandPinky0, HandJointId.HandPinky1, HandJointId.HandPinky2, HandJointId.HandPinky3}
|
||||
};
|
||||
|
||||
public static List<HandJointId> JointIds = new List<HandJointId>()
|
||||
{
|
||||
HandJointId.HandIndex1,
|
||||
HandJointId.HandIndex2,
|
||||
HandJointId.HandIndex3,
|
||||
HandJointId.HandMiddle1,
|
||||
HandJointId.HandMiddle2,
|
||||
HandJointId.HandMiddle3,
|
||||
HandJointId.HandRing1,
|
||||
HandJointId.HandRing2,
|
||||
HandJointId.HandRing3,
|
||||
HandJointId.HandPinky0,
|
||||
HandJointId.HandPinky1,
|
||||
HandJointId.HandPinky2,
|
||||
HandJointId.HandPinky3,
|
||||
HandJointId.HandThumb0,
|
||||
HandJointId.HandThumb1,
|
||||
HandJointId.HandThumb2,
|
||||
HandJointId.HandThumb3
|
||||
};
|
||||
|
||||
private static readonly HandJointId[] _handFingerProximals =
|
||||
{
|
||||
HandJointId.HandThumb2, HandJointId.HandIndex1, HandJointId.HandMiddle1,
|
||||
HandJointId.HandRing1, HandJointId.HandPinky1
|
||||
};
|
||||
|
||||
public static HandJointId GetHandFingerTip(HandFinger finger)
|
||||
{
|
||||
return HandJointId.HandMaxSkinnable + (int)finger;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the "proximal" JointId for the given finger.
|
||||
/// This is commonly known as the Knuckle.
|
||||
/// For fingers, proximal is the join with index 1; eg HandIndex1.
|
||||
/// For thumb, proximal is the joint with index 2; eg HandThumb2.
|
||||
/// </summary>
|
||||
public static HandJointId GetHandFingerProximal(HandFinger finger)
|
||||
{
|
||||
return _handFingerProximals[(int)finger];
|
||||
}
|
||||
}
|
||||
|
||||
public struct HandSkeletonJoint
|
||||
{
|
||||
/// <summary>
|
||||
/// Id of the parent joint in the skeleton hierarchy. Must always have a lower index than
|
||||
/// this joint.
|
||||
/// </summary>
|
||||
public int parent;
|
||||
|
||||
/// <summary>
|
||||
/// Stores the pose of the joint, in local space.
|
||||
/// </summary>
|
||||
public Pose pose;
|
||||
}
|
||||
|
||||
public interface IReadOnlyHandSkeletonJointList
|
||||
{
|
||||
ref readonly HandSkeletonJoint this[int jointId] { get; }
|
||||
}
|
||||
|
||||
public interface IReadOnlyHandSkeleton
|
||||
{
|
||||
IReadOnlyHandSkeletonJointList Joints { get; }
|
||||
}
|
||||
|
||||
public interface ICopyFrom<in TSelfType>
|
||||
{
|
||||
void CopyFrom(TSelfType source);
|
||||
}
|
||||
|
||||
public class ReadOnlyHandJointPoses : IReadOnlyList<Pose>
|
||||
{
|
||||
private Pose[] _poses;
|
||||
|
||||
public ReadOnlyHandJointPoses(Pose[] poses)
|
||||
{
|
||||
_poses = poses;
|
||||
}
|
||||
|
||||
public IEnumerator<Pose> GetEnumerator()
|
||||
{
|
||||
foreach (var pose in _poses)
|
||||
{
|
||||
yield return pose;
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator()
|
||||
{
|
||||
return GetEnumerator();
|
||||
}
|
||||
|
||||
public static ReadOnlyHandJointPoses Empty { get; } = new ReadOnlyHandJointPoses(Array.Empty<Pose>());
|
||||
|
||||
public int Count => _poses.Length;
|
||||
|
||||
public Pose this[int index] => _poses[index];
|
||||
|
||||
public ref readonly Pose this[HandJointId index] => ref _poses[(int)index];
|
||||
}
|
||||
|
||||
public class HandSkeleton : IReadOnlyHandSkeleton, IReadOnlyHandSkeletonJointList
|
||||
{
|
||||
public HandSkeletonJoint[] joints = new HandSkeletonJoint[Constants.NUM_HAND_JOINTS];
|
||||
public IReadOnlyHandSkeletonJointList Joints => this;
|
||||
public ref readonly HandSkeletonJoint this[int jointId] => ref joints[jointId];
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3140fee102ed8c2489e5442c16b1b36f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
150
Assets/Oculus/Interaction/Runtime/Scripts/Input/Hands/HandRef.cs
Normal file
150
Assets/Oculus/Interaction/Runtime/Scripts/Input/Hands/HandRef.cs
Normal file
@@ -0,0 +1,150 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Assertions;
|
||||
|
||||
namespace Oculus.Interaction.Input
|
||||
{
|
||||
/// <summary>
|
||||
/// HandRef is a utility component that delegates all of its IHand implementation
|
||||
/// to the provided Hand object.
|
||||
/// </summary>
|
||||
public class HandRef : MonoBehaviour, IHand, IActiveState
|
||||
{
|
||||
[SerializeField, Interface(typeof(IHand))]
|
||||
private MonoBehaviour _hand;
|
||||
|
||||
public IHand Hand { get; private set; }
|
||||
|
||||
public Handedness Handedness => Hand.Handedness;
|
||||
|
||||
public bool IsConnected => Hand.IsConnected;
|
||||
|
||||
public bool IsHighConfidence => Hand.IsHighConfidence;
|
||||
|
||||
public bool IsDominantHand => Hand.IsDominantHand;
|
||||
|
||||
public float Scale => Hand.Scale;
|
||||
|
||||
public bool IsPointerPoseValid => Hand.IsPointerPoseValid;
|
||||
|
||||
public bool IsTrackedDataValid => Hand.IsTrackedDataValid;
|
||||
|
||||
public bool IsCenterEyePoseValid => Hand.IsCenterEyePoseValid;
|
||||
|
||||
public Transform TrackingToWorldSpace => Hand.TrackingToWorldSpace;
|
||||
public int CurrentDataVersion => Hand.CurrentDataVersion;
|
||||
|
||||
public event Action HandUpdated
|
||||
{
|
||||
add => Hand.HandUpdated += value;
|
||||
remove => Hand.HandUpdated -= value;
|
||||
}
|
||||
|
||||
public bool Active => IsConnected;
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
Hand = _hand as IHand;
|
||||
}
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
Assert.IsNotNull(Hand);
|
||||
}
|
||||
|
||||
public bool GetFingerIsPinching(HandFinger finger)
|
||||
{
|
||||
return Hand.GetFingerIsPinching(finger);
|
||||
}
|
||||
|
||||
public bool GetIndexFingerIsPinching()
|
||||
{
|
||||
return Hand.GetIndexFingerIsPinching();
|
||||
}
|
||||
|
||||
public bool GetPointerPose(out Pose pose)
|
||||
{
|
||||
return Hand.GetPointerPose(out pose);
|
||||
}
|
||||
|
||||
public bool GetJointPose(HandJointId handJointId, out Pose pose)
|
||||
{
|
||||
return Hand.GetJointPose(handJointId, out pose);
|
||||
}
|
||||
|
||||
public bool GetJointPoseLocal(HandJointId handJointId, out Pose pose)
|
||||
{
|
||||
return Hand.GetJointPoseLocal(handJointId, out pose);
|
||||
}
|
||||
|
||||
public bool GetJointPosesLocal(out ReadOnlyHandJointPoses jointPosesLocal)
|
||||
{
|
||||
return Hand.GetJointPosesLocal(out jointPosesLocal);
|
||||
}
|
||||
|
||||
public bool GetJointPoseFromWrist(HandJointId handJointId, out Pose pose)
|
||||
{
|
||||
return Hand.GetJointPoseFromWrist(handJointId, out pose);
|
||||
}
|
||||
|
||||
public bool GetJointPosesFromWrist(out ReadOnlyHandJointPoses jointPosesFromWrist)
|
||||
{
|
||||
return Hand.GetJointPosesFromWrist(out jointPosesFromWrist);
|
||||
}
|
||||
|
||||
public bool GetPalmPoseLocal(out Pose pose)
|
||||
{
|
||||
return Hand.GetPalmPoseLocal(out pose);
|
||||
}
|
||||
|
||||
public bool GetFingerIsHighConfidence(HandFinger finger)
|
||||
{
|
||||
return Hand.GetFingerIsHighConfidence(finger);
|
||||
}
|
||||
|
||||
public float GetFingerPinchStrength(HandFinger finger)
|
||||
{
|
||||
return Hand.GetFingerPinchStrength(finger);
|
||||
}
|
||||
|
||||
public bool GetRootPose(out Pose pose)
|
||||
{
|
||||
return Hand.GetRootPose(out pose);
|
||||
}
|
||||
|
||||
public bool GetCenterEyePose(out Pose pose)
|
||||
{
|
||||
return Hand.GetCenterEyePose(out pose);
|
||||
}
|
||||
|
||||
public bool GetHandAspect<TComponent>(out TComponent foundComponent) where TComponent : class
|
||||
{
|
||||
return Hand.GetHandAspect(out foundComponent);
|
||||
}
|
||||
|
||||
#region Inject
|
||||
public void InjectAllHandRef(IHand hand)
|
||||
{
|
||||
InjectHand(hand);
|
||||
}
|
||||
|
||||
public void InjectHand(IHand hand)
|
||||
{
|
||||
_hand = hand as MonoBehaviour;
|
||||
Hand = hand;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b14164f8f23faae4293baeb84485b3d6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
157
Assets/Oculus/Interaction/Runtime/Scripts/Input/Hands/IHand.cs
Normal file
157
Assets/Oculus/Interaction/Runtime/Scripts/Input/Hands/IHand.cs
Normal file
@@ -0,0 +1,157 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
namespace Oculus.Interaction.Input
|
||||
{
|
||||
public interface IHand
|
||||
{
|
||||
Handedness Handedness { get; }
|
||||
|
||||
bool IsConnected { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The hand is connected and tracked, and the root pose's tracking data is marked as
|
||||
/// high confidence.
|
||||
/// If this is true, then it implies that IsConnected and IsRootPoseValid are also true,
|
||||
/// so they don't need to be checked in addition to this.
|
||||
/// </summary>
|
||||
bool IsHighConfidence { get; }
|
||||
|
||||
bool IsDominantHand { get; }
|
||||
float Scale { get; }
|
||||
bool GetFingerIsPinching(HandFinger finger);
|
||||
bool GetIndexFingerIsPinching();
|
||||
|
||||
/// <summary>
|
||||
/// Will return true if a pointer pose is available, that can be retrieved via
|
||||
/// <see cref="GetPointerPose"/>
|
||||
/// </summary>
|
||||
bool IsPointerPoseValid { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to calculate the pose that can be used as a root for raycasting, in world space
|
||||
/// Returns false if there is no valid tracking data.
|
||||
/// </summary>
|
||||
bool GetPointerPose(out Pose pose);
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to calculate the pose of the requested hand joint, in world space.
|
||||
/// Returns false if the skeleton is not yet initialized, or there is no valid
|
||||
/// tracking data.
|
||||
/// </summary>
|
||||
bool GetJointPose(HandJointId handJointId, out Pose pose);
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to calculate the pose of the requested hand joint, in local space.
|
||||
/// Returns false if the skeleton is not yet initialized, or there is no valid
|
||||
/// tracking data.
|
||||
/// </summary>
|
||||
bool GetJointPoseLocal(HandJointId handJointId, out Pose pose);
|
||||
|
||||
/// <summary>
|
||||
/// Returns an array containing the local pose of each joint. The poses
|
||||
/// do not have the root pose applied, nor the hand scale. It is in the same coordinate
|
||||
/// system as the hand skeleton.
|
||||
/// </summary>
|
||||
/// <param name="localJointPoses">The array with the local joint poses.
|
||||
/// It will be empty if no poses where found</param>
|
||||
/// <returns>
|
||||
/// True if the poses collection was correctly populated. False otherwise.
|
||||
/// </returns>
|
||||
bool GetJointPosesLocal(out ReadOnlyHandJointPoses localJointPoses);
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to calculate the pose of the requested hand joint relative to the wrist.
|
||||
/// Returns false if the skeleton is not yet initialized, or there is no valid
|
||||
/// tracking data.
|
||||
/// </summary>
|
||||
bool GetJointPoseFromWrist(HandJointId handJointId, out Pose pose);
|
||||
|
||||
/// <summary>
|
||||
/// Returns an array containing the pose of each joint relative to the wrist. The poses
|
||||
/// do not have the root pose applied, nor the hand scale. It is in the same coordinate
|
||||
/// system as the hand skeleton.
|
||||
/// </summary>
|
||||
/// <param name="jointPosesFromWrist">The array with the joint poses from the wrist.
|
||||
/// It will be empty if no poses where found</param>
|
||||
/// <returns>
|
||||
/// True if the poses collection was correctly populated. False otherwise.
|
||||
/// </returns>
|
||||
bool GetJointPosesFromWrist(out ReadOnlyHandJointPoses jointPosesFromWrist);
|
||||
|
||||
/// <summary>
|
||||
/// Obtains palm pose in local space.
|
||||
/// </summary>
|
||||
/// <param name="pose">The pose to populate</param>
|
||||
/// <returns>
|
||||
/// True if pose was obtained.
|
||||
/// </returns>
|
||||
bool GetPalmPoseLocal(out Pose pose);
|
||||
|
||||
bool GetFingerIsHighConfidence(HandFinger finger);
|
||||
float GetFingerPinchStrength(HandFinger finger);
|
||||
|
||||
/// <summary>
|
||||
/// True if the hand is currently tracked, thus tracking poses are available for the hand
|
||||
/// root and finger joints.
|
||||
/// This property does not indicate pointing pose validity, which has its own property:
|
||||
/// <see cref="IsPointerPoseValid"/>.
|
||||
/// </summary>
|
||||
bool IsTrackedDataValid { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the root pose of the wrist, in world space.
|
||||
/// Will return true if a pose was available; false otherwise.
|
||||
/// Confidence level of the pose is exposed via <see cref="IsHighConfidence"/>.
|
||||
/// </summary>
|
||||
bool GetRootPose(out Pose pose);
|
||||
|
||||
/// <summary>
|
||||
/// Will return true if an HMD Center Eye pose available, that can be retrieved via
|
||||
/// <see cref="GetCenterEyePose"/>
|
||||
/// </summary>
|
||||
bool IsCenterEyePoseValid { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the pose of the center eye (HMD), in world space.
|
||||
/// Will return true if a pose was available; false otherwise.
|
||||
/// </summary>
|
||||
bool GetCenterEyePose(out Pose pose);
|
||||
|
||||
/// <summary>
|
||||
/// The transform that was applied to all tracking space poses to convert them to world
|
||||
/// space.
|
||||
/// </summary>
|
||||
Transform TrackingToWorldSpace { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Incremented every time the source tracking or state data changes.
|
||||
/// </summary>
|
||||
int CurrentDataVersion { get; }
|
||||
|
||||
/// <summary>
|
||||
/// An Aspect provides additional functionality on top of what the HandState provides.
|
||||
/// The underlying hand is responsible for finding the most appropriate component.
|
||||
/// It is usually, but not necessarily, located within the same GameObject as the
|
||||
/// underlying hand.
|
||||
/// For example, this method can be used to source the SkinnedMeshRenderer representing the
|
||||
/// hand, if one exists.
|
||||
/// <returns>true if an aspect of the requested type was found, false otherwise</returns>
|
||||
/// </summary>
|
||||
bool GetHandAspect<TComponent>(out TComponent foundComponent) where TComponent : class;
|
||||
|
||||
event Action HandUpdated;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e500f060fe544c21b9b8892fb57511e1
|
||||
timeCreated: 1630518667
|
||||
@@ -0,0 +1,19 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
namespace Oculus.Interaction.Input
|
||||
{
|
||||
public interface IHandSkeletonProvider
|
||||
{
|
||||
HandSkeleton this[Handedness handedness] { get; }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: be3974c2b13042ecb43558bf99c1603b
|
||||
timeCreated: 1629410878
|
||||
@@ -0,0 +1,131 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
|
||||
https://developer.oculus.com/licenses/oculussdk/
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Oculus.Interaction.Input
|
||||
{
|
||||
public class JointLock
|
||||
{
|
||||
public HandJointId JointId;
|
||||
public bool Locked;
|
||||
public Quaternion SourceRotation;
|
||||
|
||||
public Quaternion AnimationStartRotation;
|
||||
public Quaternion AnimationTargetRotation;
|
||||
public float AnimationTime = 0f;
|
||||
public Quaternion OutputRotation;
|
||||
}
|
||||
|
||||
public class JointLocking
|
||||
{
|
||||
public static void Initialize(HandDataAsset data,
|
||||
out Dictionary<HandJointId, JointLock> jointMap)
|
||||
{
|
||||
jointMap = new Dictionary<HandJointId, JointLock>();
|
||||
foreach (HandJointId jointId in HandJointUtils.JointIds)
|
||||
{
|
||||
JointLock jointLock = new JointLock()
|
||||
{
|
||||
JointId = jointId,
|
||||
SourceRotation = data.Joints[(int)jointId],
|
||||
AnimationTargetRotation = data.Joints[(int)jointId],
|
||||
OutputRotation = data.Joints[(int)jointId],
|
||||
AnimationTime = 0f,
|
||||
Locked = false
|
||||
};
|
||||
|
||||
jointMap.Add(jointId, jointLock);
|
||||
}
|
||||
}
|
||||
|
||||
public static void UpdateLockedJoints(
|
||||
HandDataAsset data,
|
||||
Dictionary<HandJointId, JointLock> jointMap,
|
||||
float totalEaseTime,
|
||||
AnimationCurve animationCurve)
|
||||
{
|
||||
foreach (JointLock angleLock in jointMap.Values)
|
||||
{
|
||||
angleLock.SourceRotation = data.Joints[(int)angleLock.JointId];
|
||||
if (!angleLock.Locked)
|
||||
{
|
||||
angleLock.AnimationTargetRotation = data.Joints[(int)angleLock.JointId];
|
||||
}
|
||||
|
||||
angleLock.AnimationTime = Math.Min(angleLock.AnimationTime + Time.deltaTime /
|
||||
totalEaseTime, 1.0f);
|
||||
float easeTime = animationCurve.Evaluate(angleLock.AnimationTime);
|
||||
|
||||
angleLock.OutputRotation = Quaternion.Slerp(angleLock.AnimationStartRotation,
|
||||
angleLock.AnimationTargetRotation, easeTime);
|
||||
data.Joints[(int)angleLock.JointId] = angleLock.OutputRotation;
|
||||
}
|
||||
}
|
||||
|
||||
public static void LockJoint(
|
||||
HandJointId jointId,
|
||||
Quaternion targetRotation,
|
||||
Dictionary<HandJointId, JointLock> jointMap)
|
||||
{
|
||||
if (jointMap[jointId].Locked)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
jointMap[jointId].Locked = true;
|
||||
jointMap[jointId].AnimationTargetRotation = targetRotation;
|
||||
jointMap[jointId].AnimationStartRotation = jointMap[jointId].OutputRotation;
|
||||
jointMap[jointId].AnimationTime = 0f;
|
||||
}
|
||||
|
||||
public static void UnlockJoint(HandJointId jointId,
|
||||
Dictionary<HandJointId, JointLock> jointMap)
|
||||
{
|
||||
if (!jointMap[jointId].Locked) return;
|
||||
|
||||
jointMap[jointId].Locked = false;
|
||||
jointMap[jointId].AnimationStartRotation = jointMap[jointId].OutputRotation;
|
||||
jointMap[jointId].AnimationTime = 0f;
|
||||
}
|
||||
|
||||
public static void UnlockAllJoints(Dictionary<HandJointId, JointLock> jointMap)
|
||||
{
|
||||
foreach (var jointId in jointMap.Keys)
|
||||
{
|
||||
UnlockJoint(jointId, jointMap);
|
||||
}
|
||||
}
|
||||
|
||||
public static void LockByFingerId(HandFinger finger,
|
||||
Dictionary<HandJointId, JointLock> jointMap)
|
||||
{
|
||||
HandJointId[] joints = HandJointUtils.FingerToJointList[(int)finger];
|
||||
foreach (var jointId in joints)
|
||||
{
|
||||
LockJoint(jointId, jointMap[jointId].SourceRotation, jointMap);
|
||||
}
|
||||
}
|
||||
|
||||
public static void UnlockByFingerId(HandFinger finger,
|
||||
Dictionary<HandJointId, JointLock> jointMap)
|
||||
{
|
||||
HandJointId[] joints = HandJointUtils.FingerToJointList[(int)finger];
|
||||
foreach (var jointId in joints)
|
||||
{
|
||||
UnlockJoint(jointId, jointMap);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
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||||
MonoImporter:
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externalObjects: {}
|
||||
serializedVersion: 2
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||||
defaultReferences: []
|
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executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
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assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user